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Merge pull request #4863 from samcake/orange
Using the skymap for ambient lighting
This commit is contained in:
commit
d1f52231be
11 changed files with 291 additions and 8 deletions
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@ -3377,7 +3377,7 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
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auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
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DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity(), skyStage->getSunLight()->getAmbientIntensity());
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DependencyManager::get<DeferredLightingEffect>()->setGlobalAtmosphere(skyStage->getAtmosphere());
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// NOt yet DependencyManager::get<DeferredLightingEffect>()->setGlobalSkybox(skybox);
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DependencyManager::get<DeferredLightingEffect>()->setGlobalSkybox(skybox);
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PROFILE_RANGE("DeferredLighting");
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PerformanceTimer perfTimer("lighting");
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@ -57,7 +57,7 @@ const Texture::PixelsPointer Texture::Storage::getMipFace(uint16 level, uint8 fa
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void Texture::Storage::notifyMipFaceGPULoaded(uint16 level, uint8 face) const {
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PixelsPointer mipFace = getMipFace(level, face);
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if (mipFace) {
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if (mipFace && (_type != TEX_CUBE)) {
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mipFace->_isGPULoaded = true;
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mipFace->_sysmem.resize(0);
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}
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@ -127,7 +127,7 @@ public:
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CUBE_FACE_LEFT_NEG_X,
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CUBE_FACE_TOP_POS_Y,
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CUBE_FACE_BOTTOM_NEG_Y,
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CUBE_FACE_BACK_POS_X,
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CUBE_FACE_BACK_POS_Z,
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CUBE_FACE_FRONT_NEG_Z,
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NUM_CUBE_FACES, // Not a valid vace index
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@ -99,3 +99,6 @@ void Light::setShowContour(float show) {
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}
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editSchema()._control.w = show;
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}
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@ -180,6 +180,7 @@ public:
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}
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}
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};
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typedef std::shared_ptr< SphericalHarmonics > SHPointer;
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class Light {
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public:
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@ -39,6 +39,9 @@ void Skybox::setColor(const Color& color) {
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}
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void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
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if (_isSHValid && (cubemap != _cubemap)) {
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_isSHValid = false;
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}
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_cubemap = cubemap;
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}
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@ -49,6 +52,9 @@ void Skybox::clearCubemap() {
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void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
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if (skybox.getCubemap() && skybox.getCubemap()->isDefined()) {
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skybox.getIrradianceSH();
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static gpu::PipelinePointer thePipeline;
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static gpu::BufferPointer theBuffer;
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static gpu::Stream::FormatPointer theFormat;
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@ -113,3 +119,223 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
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batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, glm::vec4(skybox.getColor(),1.0f), 0.f, 0);
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}
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}
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glm::vec3 sRGBToLinear(glm::vec3& color) {
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const float GAMMA_CORRECTION = 2.2f;
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return glm::pow(color, glm::vec3(GAMMA_CORRECTION));
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}
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glm::vec3 linearTosRGB(glm::vec3& color) {
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const float GAMMA_CORRECTION_INV = 1.0f / 2.2f;
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return glm::pow(color, glm::vec3(GAMMA_CORRECTION_INV));
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}
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// Originial code for the Spherical Harmonics taken from "Sun and Black Cat- Igor Dykhta (igor dykhta email) © 2007-2014 "
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void sphericalHarmonicsAdd(float * result, int order, const float * inputA, const float * inputB) {
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const int numCoeff = order * order;
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for(int i=0; i < numCoeff; i++) {
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result[i] = inputA[i] + inputB[i];
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}
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}
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void sphericalHarmonicsScale(float * result, int order, const float * input, float scale) {
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const int numCoeff = order * order;
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for(int i=0; i < numCoeff; i++) {
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result[i] = input[i] * scale;
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}
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}
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void sphericalHarmonicsEvaluateDirection(float * result, int order, const glm::vec3 & dir) {
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// calculate coefficients for first 3 bands of spherical harmonics
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double P_0_0 = 0.282094791773878140;
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double P_1_0 = 0.488602511902919920 * dir.z;
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double P_1_1 = -0.488602511902919920;
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double P_2_0 = 0.946174695757560080 * dir.z * dir.z - 0.315391565252520050;
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double P_2_1 = -1.092548430592079200 * dir.z;
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double P_2_2 = 0.546274215296039590;
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result[0] = P_0_0;
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result[1] = P_1_1 * dir.y;
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result[2] = P_1_0;
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result[3] = P_1_1 * dir.x;
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result[4] = P_2_2 * (dir.x * dir.y + dir.y * dir.x);
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result[5] = P_2_1 * dir.y;
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result[6] = P_2_0;
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result[7] = P_2_1 * dir.x;
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result[8] = P_2_2 * (dir.x * dir.x - dir.y * dir.y);
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}
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void sphericalHarmonicsFromTexture(const gpu::Texture& cubeTexture, std::vector<glm::vec3> & output, const uint order) {
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const uint sqOrder = order*order;
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// allocate memory for calculations
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output.resize(sqOrder);
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std::vector<float> resultR(sqOrder);
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std::vector<float> resultG(sqOrder);
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std::vector<float> resultB(sqOrder);
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int width, height;
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// initialize values
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float fWt = 0.0f;
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for(uint i=0; i < sqOrder; i++) {
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output[i] = glm::vec3(0.0f);
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resultR[i] = 0.0f;
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resultG[i] = 0;
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resultB[i] = 0;
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}
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std::vector<float> shBuff(sqOrder);
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std::vector<float> shBuffB(sqOrder);
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// get width and height
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width = height = cubeTexture.getWidth();
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if(width != height) {
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return;
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}
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const float UCHAR_TO_FLOAT = 1.0f / float(std::numeric_limits<unsigned char>::max());
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// for each face of cube texture
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for(int face=0; face < gpu::Texture::NUM_CUBE_FACES; face++) {
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auto numComponents = cubeTexture.accessStoredMipFace(0,face)->_format.getDimensionCount();
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auto data = cubeTexture.accessStoredMipFace(0,face)->_sysmem.readData();
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if (data == nullptr) {
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continue;
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}
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// step between two texels for range [0, 1]
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float invWidth = 1.0f / float(width);
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// initial negative bound for range [-1, 1]
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float negativeBound = -1.0f + invWidth;
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// step between two texels for range [-1, 1]
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float invWidthBy2 = 2.0f / float(width);
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for(int y=0; y < width; y++) {
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// texture coordinate V in range [-1 to 1]
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const float fV = negativeBound + float(y) * invWidthBy2;
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for(int x=0; x < width; x++) {
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// texture coordinate U in range [-1 to 1]
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const float fU = negativeBound + float(x) * invWidthBy2;
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// determine direction from center of cube texture to current texel
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glm::vec3 dir;
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switch(face) {
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case gpu::Texture::CUBE_FACE_RIGHT_POS_X: {
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dir.x = 1.0f;
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dir.y = 1.0f - (invWidthBy2 * float(y) + invWidth);
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dir.z = 1.0f - (invWidthBy2 * float(x) + invWidth);
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dir = -dir;
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break;
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}
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case gpu::Texture::CUBE_FACE_LEFT_NEG_X: {
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dir.x = -1.0f;
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dir.y = 1.0f - (invWidthBy2 * float(y) + invWidth);
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dir.z = -1.0f + (invWidthBy2 * float(x) + invWidth);
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dir = -dir;
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break;
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}
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case gpu::Texture::CUBE_FACE_TOP_POS_Y: {
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dir.x = - 1.0f + (invWidthBy2 * float(x) + invWidth);
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dir.y = 1.0f;
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dir.z = - 1.0f + (invWidthBy2 * float(y) + invWidth);
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dir = -dir;
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break;
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}
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case gpu::Texture::CUBE_FACE_BOTTOM_NEG_Y: {
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dir.x = - 1.0f + (invWidthBy2 * float(x) + invWidth);
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dir.y = - 1.0f;
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dir.z = 1.0f - (invWidthBy2 * float(y) + invWidth);
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dir = -dir;
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break;
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}
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case gpu::Texture::CUBE_FACE_BACK_POS_Z: {
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dir.x = - 1.0f + (invWidthBy2 * float(x) + invWidth);
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dir.y = 1.0f - (invWidthBy2 * float(y) + invWidth);
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dir.z = 1.0f;
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break;
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}
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case gpu::Texture::CUBE_FACE_FRONT_NEG_Z: {
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dir.x = 1.0f - (invWidthBy2 * float(x) + invWidth);
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dir.y = 1.0f - (invWidthBy2 * float(y) + invWidth);
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dir.z = - 1.0f;
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break;
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}
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default:
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return;
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}
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// normalize direction
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dir = glm::normalize(dir);
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// scale factor depending on distance from center of the face
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const float fDiffSolid = 4.0f / ((1.0f + fU*fU + fV*fV) *
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sqrtf(1.0f + fU*fU + fV*fV));
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fWt += fDiffSolid;
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// calculate coefficients of spherical harmonics for current direction
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sphericalHarmonicsEvaluateDirection(shBuff.data(), order, dir);
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// index of texel in texture
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uint pixOffsetIndex = (x + y * width) * numComponents;
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// get color from texture and map to range [0, 1]
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glm::vec3 clr(float(data[pixOffsetIndex]) * UCHAR_TO_FLOAT,
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float(data[pixOffsetIndex+1]) * UCHAR_TO_FLOAT,
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float(data[pixOffsetIndex+2]) * UCHAR_TO_FLOAT);
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// Gamma correct
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clr = sRGBToLinear(clr);
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// scale color and add to previously accumulated coefficients
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sphericalHarmonicsScale(shBuffB.data(), order,
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shBuff.data(), clr.r * fDiffSolid);
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sphericalHarmonicsAdd(resultR.data(), order,
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resultR.data(), shBuffB.data());
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sphericalHarmonicsScale(shBuffB.data(), order,
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shBuff.data(), clr.g * fDiffSolid);
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sphericalHarmonicsAdd(resultG.data(), order,
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resultG.data(), shBuffB.data());
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sphericalHarmonicsScale(shBuffB.data(), order,
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shBuff.data(), clr.b * fDiffSolid);
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sphericalHarmonicsAdd(resultB.data(), order,
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resultB.data(), shBuffB.data());
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}
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}
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}
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// final scale for coefficients
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const float fNormProj = (4.0f * glm::pi<float>()) / fWt;
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sphericalHarmonicsScale(resultR.data(), order, resultR.data(), fNormProj);
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sphericalHarmonicsScale(resultG.data(), order, resultG.data(), fNormProj);
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sphericalHarmonicsScale(resultB.data(), order, resultB.data(), fNormProj);
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// save result
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for(uint i=0; i < sqOrder; i++) {
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// gamma Correct
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// output[i] = linearTosRGB(glm::vec3(resultR[i], resultG[i], resultB[i]));
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output[i] = glm::vec3(resultR[i], resultG[i], resultB[i]);
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}
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}
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const SphericalHarmonics& Skybox::getIrradianceSH() const {
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if (!_isSHValid) {
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if (_cubemap && _cubemap->isDefined()) {
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std::vector< glm::vec3 > coefs;
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sphericalHarmonicsFromTexture(*_cubemap, coefs, 3);
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_irradianceSH.L00 = coefs[0];
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_irradianceSH.L1m1 = coefs[1];
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_irradianceSH.L10 = coefs[2];
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_irradianceSH.L11 = coefs[3];
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_irradianceSH.L2m2 = coefs[4];
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_irradianceSH.L2m1 = coefs[5];
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_irradianceSH.L20 = coefs[6];
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_irradianceSH.L21 = coefs[7];
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_irradianceSH.L22 = coefs[8];
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_isSHValid = true;
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}
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}
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return _irradianceSH;
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}
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@ -13,6 +13,8 @@
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#include "gpu/Texture.h"
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#include "Light.h"
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class ViewFrustum;
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//class Transform;
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namespace gpu { class Batch; }
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@ -34,11 +36,16 @@ public:
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const gpu::TexturePointer& getCubemap() const { return _cubemap; }
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void clearCubemap();
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const SphericalHarmonics& getIrradianceSH() const;
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static void render(gpu::Batch& batch, const ViewFrustum& frustum, const Skybox& skybox);
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protected:
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gpu::TexturePointer _cubemap;
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mutable SphericalHarmonics _irradianceSH;
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mutable bool _isSHValid = false;
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Color _color{1.0f, 1.0f, 1.0f};
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};
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typedef std::shared_ptr< Skybox > SkyboxPointer;
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@ -20,5 +20,6 @@ varying vec3 color;
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void main(void) {
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vec3 coord = normalize(normal);
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vec4 texel = textureCube(cubeMap, coord);
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gl_FragData[0] = vec4(texel.xyz * color, 0.0);
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vec3 pixel = pow(texel.xyz * color, vec3(1.0/2.2)); // manual Gamma correction
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gl_FragData[0] = vec4(pixel, 0.0);
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}
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@ -111,8 +111,8 @@ vec3 evalSkyboxGlobalColor(float shadowAttenuation, vec3 position, vec3 normal,
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vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
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vec3 fragEyeDir = normalize(fragEyeVector.xyz);
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vec3 color = diffuse.rgb * evalSkyboxLight(fragNormal, 0.75).xyz * getLightAmbientIntensity(light);
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vec3 color = diffuse.rgb * evalSphericalLight(ambientSphere, fragNormal).xyz * getLightAmbientIntensity(light);
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vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
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color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
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@ -291,7 +291,12 @@ void DeferredLightingEffect::render() {
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auto globalLight = _allocatedLights[_globalLights.front()];
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if (locations->ambientSphere >= 0) {
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auto sh = globalLight->getAmbientSphere();
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model::SphericalHarmonics sh;
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if (useSkyboxCubemap) {
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sh = _skybox->getIrradianceSH();
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} else {
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sh = globalLight->getAmbientSphere();
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}
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for (int i =0; i <model::SphericalHarmonics::NUM_COEFFICIENTS; i++) {
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program->setUniformValue(locations->ambientSphere + i, *(((QVector4D*) &sh) + i));
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}
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@ -514,7 +514,8 @@ void NetworkTexture::setImage(const QImage& image, bool translucent, const QColo
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if ((_width > 0) && (_height > 0)) {
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bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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// bool isLinearRGB = true; //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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bool isLinearRGB = !(_type == CUBE_TEXTURE); //(_type == NORMAL_TEXTURE) || (_type == EMISSIVE_TEXTURE);
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gpu::Element formatGPU = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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gpu::Element formatMip = gpu::Element(gpu::VEC3, gpu::UINT8, (isLinearRGB ? gpu::RGB : gpu::SRGB));
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@ -602,6 +603,45 @@ void NetworkTexture::setImage(const QImage& image, bool translucent, const QColo
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faces.push_back(image.copy(QRect(3 * faceWidth, faceWidth, faceWidth, faceWidth)).mirrored(true, false));
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// Front = -Z
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faces.push_back(image.copy(QRect(1 * faceWidth, faceWidth, faceWidth, faceWidth)).mirrored(true, false));
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} else if ((_height / 4) == (_width / 3)) {
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int faceWidth = _height / 4;
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// Here is the expected layout for the faces in an image with the 4/3 aspect ratio:
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//
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// <-------WIDTH-------->
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// ^ +------+------+------+
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// | | | | |
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// | | | +Y | |
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// | | | | |
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// H +------+------+------+
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// E | | | |
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// I | -X | -Z | +X |
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// G | | | |
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// H +------+------+------+
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// T | | | |
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// | | | -Y | |
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// | | | | |
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// | +------+------+------+
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// | | | | |
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// | | | +Z! | | <+Z is upside down!
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// | | | | |
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// V +------+------+------+
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//
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// FaceWidth = width / 3 = height / 4
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// Right = +X
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faces.push_back(image.copy(QRect(2 * faceWidth, faceWidth, faceWidth, faceWidth)).mirrored(true, false));
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// Left = -X
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faces.push_back(image.copy(QRect(0 * faceWidth, faceWidth, faceWidth, faceWidth)).mirrored(true, false));
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// Top = +Y
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faces.push_back(image.copy(QRect(1 * faceWidth, 0, faceWidth, faceWidth)).mirrored(false, true));
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// Bottom = -Y
|
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faces.push_back(image.copy(QRect(1 * faceWidth, 2 * faceWidth, faceWidth, faceWidth)).mirrored(false, true));
|
||||
// Back = +Z
|
||||
faces.push_back(image.copy(QRect(1 * faceWidth, 3 * faceWidth, faceWidth, faceWidth)).mirrored(false, true));
|
||||
// Front = -Z
|
||||
faces.push_back(image.copy(QRect(1 * faceWidth, faceWidth, faceWidth, faceWidth)).mirrored(true, false));
|
||||
}
|
||||
|
||||
if (faces.size() == gpu::Texture::NUM_FACES_PER_TYPE[gpu::Texture::TEX_CUBE]) {
|
||||
|
|
Loading…
Reference in a new issue